By Jason Van Horn
Pit has been missing in action for a long time, only making appearances in
Nintendo fighting games from time-to-time, but he's back with his first full
adventure in many years - Kid Icarus: Uprising. Out of all the 3DS games I've
played, Kid Icarus: Uprising (KIU from here on) has had the longest shelf life
for me in terms of staying power and refusing to remove itself from my 3DS slot.
My love of the game didn't come easily, however, as I soon regretted my purchase
as the game is a beast in the control department and easily the game's greatest
flaw; there eventually comes a point though where that sweet spot is hit and
everything flows smoothly and KIU becomes a blast to play.
Kid Icarus: Uprising follows the adventures of Pit as he's once again called
into duty to take Medusa down. The original Kid Icarus didn't have much story
back in the day, but Pit's new adventure is overflowing with narrative and story
and jokes and there's so much content a great deal of it gets lost
unfortunately. KIU features a handful of quick cutscenes after a level's boss
fight, but most of the story is told through in-game dialogue and banter between
Pit and various characters (mostly gods) that populate his universe. The problem
is that all of this dialogue is happening when you're fighting and blasting
countless enemies and a musical score is always going. The dialogue isn't a must
to know what to do from one moment to the next, but it's central to the story
and there are some great self-referential jokes spread throughout and they're
laugh-out-loud funny too. I love when they reference the previous game or talk
about what each other's Brain Age (another Nintendo game) is or talk about how a
specific monster looks a lot like a Metroid. It's these great moments that often
go unnoticed the first time around just because you're trying to not die, learn
the ropes of how to play, and there's potentially so much happening on the
screen.

KIU's story is told over 20+ chapters and there are some twists and turns along
the way, though not always for the best. When I thought I was near the end and
found out I was only halfway there, I was excited to be proving wrong in that
KIU was going to be a short game. It wasn't long after that, however, a
temporary enemy enters into the picture and in the grand scheme of things they
just don't make that much sense and seem like they're just there to expand the
game's single run length.
The game is focused on two main types of action: Air and Land battles. Air
battles are short on-rail missions that go no longer than five-minutes (this
element is worked into the story as Pit can only fly for five-minutes per flight
or else his wings will go up in flames) and can be challenging, but aren't the
greatest threat in the game. You'll fly around trying to shoot all the enemies
you can for points and dodge projectiles as they come your way and that's
basically it.
After the Air battle portion of the chapter is over, you'll find yourself on the
ground, trying to make your way through the level and towards the boss at the
end. The levels are linear for the most part, though that doesn't mean there
aren't times where you'll be looking for a way to advance to the next area or
try to find which way you're supposed to go (though the optional arrows
certainly help a great deal). There is some "lite" platforming, but Pit is for
the most part stuck to the ground unless he's jumping onto a grind rail or being
launched into the air by a spring (there isn't normally a jump button). Besides
walking around and doing battle with enemies, you'll also be able to pilot a
handful of vehicles for short durations in order to take some of the larger
waves of enemies out. Once you've made it to the end of the stage, it's time to
go up against the big boss, which range from a giant rock to a phoenix to a
kraken and more. The bosses as a whole are very well done and most of them
require some trick and not necessarily full brute force in order to beat them.

The game doesn't feature a traditional difficulty system, as there is just the
game to play, but there are ways to tweak your adventure. Before going into a
chapter, you're able to take hearts you've earned and wager them in a betting
system. By sacrificing hearts, you can raise the difficulty to terrifying
levels, but because you're willing to give so much up, the rewards are greater
as well (more hearts are earned and better items like weapons are dropped). If
you die, however, the game will destroy your hearts and reduce the difficulty;
furthermore if something is proving itself too hard you can always use hearts to
turn the difficulty down as well. Most chapters in the game also feature
difficulty rooms, which can only be accessed while you're attempting that
chapter on at least the required difficulty rating. For example, if you come
across a difficulty door of 7, you'll have to be playing the game on difficulty
level 7 or higher in order to access it. The difficulty seems to be changed
mostly in the number and frequency of enemy attacks in the Air battles, but the
bosses are extra tough as well.
In order to tackle these higher difficulties, you'll need better weapons, and
there are several categories and rankings; claws for example do more melee
damage, but don't have a long distance, while something like a staff is great
for shooting long distances but not the greatest at melee. Besides earning
weapons as drops through playing chapters, you can also use hearts to buy
weapons, and while there are often some great weapons they always come at a
steep heart cost. My personal favorite way of gaining new, more powerful weapons
is through the fusion system, as you can take two weapons, fuse them together,
and hopefully get a better weapon in the process. I bought some weapons from the
store, but the ones I did were all cheap and bought simply so that I could fuse
them with something else. I guess you could say I'm addicted to fusing weapons.
If there's a weapon you don't want to use or bother fusing, you can always just
sell it for some hearts.
Besides the replayability of going through levels on higher difficulties to
either accomplish a personal goal or load up on won hearts, there are also a lot
of achievements and unlockables to keep you busy as well. The achievements come
by way of pictures that are covered up by tiny little squares and each little
square equals an achievement or goal you've accomplished; these can be anything
from playing the game over so many hours, having so many different staff
weapons, beating a chapter under a certain time, etc. You'll naturally unlock
some of these achievements as you go, but some you'll have to unlock by actually
looking to see what is required and going for it. Another thing to keep you busy
are the entries for all the different enemies, bosses, and weapons in the game
which you unlock by tossing idols to the gods. When you first start, placing one
idol in will be enough to get you something new, but as you unlock things the
odds of unlocking something new goes down; in order to increase your odds you'll
have to start placing more idols in at once when you offer them up.

As I mentioned earlier, it's the game's controls that really hurt the game and
many people will write it off quite quick unless they stick it out. The more you
experiment and the more you keep playing, the more natural the controls get;
they still don't work 100% of the time but I've managed to work with them. The
game knows its controls aren't the greatest, so the game comes with a stand you
can use (never bothered to use) and a multitude of options so that you can
adjust and change controls to what works best for you, though after playing
around the default controls were my preferred option. The Air battles work fine
as it's all on rails and thus you don't have to worry about which way to look as
the game will auto turn you when needed. The problem comes during Land battles
when you enter the third dimension and suddenly positioning and camera view
matters a lot. So you'll attack with the L-button, move with the thumb pad and
dodge by quickly flicking it, and then you'll use the touch screen to not only
point in the direction you want to shoot or attack, but you'll have to use the
stylus to spin the screen like you would a globe (spinning takes the most work
to get right and adjust to how fast or slow to spin). You'll also select
abilities for Pit by using the directional pad and tapping on icons with the
stylus.
You'll spend hours playing the single-player and personally speaking it's the
main draw for me, but there's a pretty fun multiplayer mode in KIU as well.
First up there's Free-For-All, where you go into a battle arena with up to a
total of six players and battle it out with whatever weapon and abilities you
have equipped. The second mode is Light vs Dark and puts two teams against each
other in battle. If you die, you'll deplete your team's health bar, and the
amount of health deducted is dependant on how powerful the weapon you are using
is; the more powerful a weapon is the more life your team will lose. Once your
team's health has been depleted, the last killed player will become either the
light or dark version of Pit; these Pit characters are more powerful, but as
soon as they're killed by the other team the game is over, so you have to judge
when to actually attack people and focus on running away to stay alive.

When it comes to the technical aspects of the game Kid Icarus: Uprising has to
be one of my favorite 3DS games in the graphics and sound departments. The game
is full of action and everything is rendered lovingly and the 3D is used to
great effect as well, even if I end up turning it off in the end regardless
(battery drainer and making it hard to really move and not have the image go
blurry). But you've got enemies who will block your screen, attacks that you can
fly between (like rings) and other such 3D norms. The music is very fitting
depending on the situation, the sound effects are varied and I dig some of the
old school touches that harkens back to the 8-bit days of the original game,
plus Nintendo did a great job at finding voice actors to handle the characters
as I enjoy all the voices and never get tired of hearing them banter
back-and-forth.
Time flies when playing Kid Icarus: Uprising as one of the achievements you can
earn comes from playing the game over ten hours. I was shocked to find that I'd
spent that much time with the game and this was at a point where I hadn't even
finished the main campaign yet. Now that I have, there's still fun multiplayer
to keep me company, achievements to unlock, new difficulties to try, the fusing
of new weapons, and the unlocking of items. Ten hours in and it feels like I've
barely scratched the surface of what the game fully has to offer. So yes, the
controls can take a very long time to get used to, but I'm glad I stuck with it
as it's one of the better videogame purchases I've made in the last few months.
Rating: 4 out of 5
http://kidicarus.nintendo.com/ |